@Polargames Sure. All I will need is just your link to put in the Cover Art Contributor section. I'm almost done implementing pause-resume and player died code. The fade out can wait (I'm in lazy mode to code that in right now, close to my beer time).

@ToAll Ok, I added a beta5 rom (same link as before). This version incorporates fading (when transitioning and player dies) and msu mute when game is paused. Test it out and let me know how it goes. If all goes well, I will release it ASAP.

@ToAll I see what is going on, when you die, the game loads an alternate track A5 for stage 2 (without the bells ringing intro). This track is not in our list. I updated the loop table to include support for the alternate stage 2 track 165 (w/o bells). The updated rom is via the link. We are at beta6.

Hopefully, other stages don't do this (at least Stage 1 does not do this, that I know of). Otherwise, we have to revisit them all over again (w/o using saves states as new msu1 code may cause problems). Then die on purpose and get the new values (if any are produced).

@Relikk I see this also as a quirky game behavior we can take advantage of, for example, play that vocal alternate track when the game restarts. If you don't die you get the non-vocal one. If you do, you get the vocal track (or vice versa). Just a suggestion.

pepillopev wrote:@Polargames Sure. All I will need is just your link to put in the Cover Art Contributor section. I'm almost done implementing pause-resume and player died code. The fade out can wait (I'm in lazy mode to code that in right now, close to my beer time).

pepillopev wrote:@Polargames Sure. All I will need is just your link to put in the Cover Art Contributor section. I'm almost done implementing pause-resume and player died code. The fade out can wait (I'm in lazy mode to code that in right now, close to my beer time).

pepillopev wrote:@Relikk I see this also as a quirky game behavior we can take advantage of, for example, play that vocal alternate track when the game restarts. If you don't die you get the non-vocal one. If you do, you get the vocal track (or vice versa).

@Relikk Ok, for now, I suggest speeding up the Konami logo (or use an alternate that fits better). All the other methods I tried, so far, to start the Konami jingle earlier break how the other tracks play in the game. So, no luck, for now.